ClassiCube/ClassicalSharp/Entities/AnimatedEntity.cs

79 lines
3.0 KiB
C#

using System;
using ClassicalSharp.Model;
using OpenTK;
namespace ClassicalSharp {
/// <summary> Entity that is animated depending on movement speed and time. </summary>
public abstract class AnimatedEntity : PhysicsEntity {
public AnimatedEntity( Game game ) : base( game ) {
}
public float legXRot, armXRot, armZRot;
public float bobYOffset, tilt, walkTime, swing;
protected internal float walkTimeO, walkTimeN, swingO, swingN;
/// <summary> Calculates the next animation state based on old and new position. </summary>
protected void UpdateAnimState( Vector3 oldPos, Vector3 newPos, double delta ) {
walkTimeO = walkTimeN;
swingO = swingN;
float dx = newPos.X - oldPos.X;
float dz = newPos.Z - oldPos.Z;
double distance = Math.Sqrt( dx * dx + dz * dz );
if( distance > 0.05 ) {
float walkDelta = (float)distance * 2 * (float)(20 * delta);
walkTimeN += walkDelta;
swingN += (float)delta * 3;
} else {
swingN -= (float)delta * 3;
}
Utils.Clamp( ref swingN, 0, 1 );
}
const float armMax = 60 * Utils.Deg2Rad;
const float legMax = 80 * Utils.Deg2Rad;
const float idleMax = 3 * Utils.Deg2Rad;
const float idleXPeriod = (float)(2 * Math.PI / 5.0f);
const float idleZPeriod = (float)(2 * Math.PI / 3.5f);
/// <summary> Calculates the interpolated state between the last and next animation state. </summary>
protected void GetCurrentAnimState( float t ) {
swing = Utils.Lerp( swingO, swingN, t );
walkTime = Utils.Lerp( walkTimeO, walkTimeN, t );
float idleTime = (float)game.accumulator;
float idleXRot = (float)(Math.Sin( idleTime * idleXPeriod ) * idleMax);
float idleZRot = (float)(idleMax + Math.Cos(idleTime * idleZPeriod) * idleMax);
armXRot = (float)(Math.Cos( walkTime ) * swing * armMax) - idleXRot;
legXRot = -(float)(Math.Cos( walkTime ) * swing * legMax);
armZRot = -idleZRot;
bobYOffset = (float)(Math.Abs( Math.Cos( walkTime ) ) * swing * (2.5f/16f));
tilt = (float)Math.Cos( walkTime ) * swing * (0.15f * Utils.Deg2Rad);
if( Model is PlayerModel )
CalcHumanAnim( idleXRot, idleZRot );
}
internal float leftXRot, leftZRot, rightXRot, rightZRot;
void CalcHumanAnim( float idleXRot, float idleZRot ) {
if( game.SimpleArmsAnim ) {
leftXRot = armXRot; leftZRot = armZRot;
rightXRot = -armXRot; rightZRot = -armZRot;
} else {
PerpendicularAnim( 0.23f, idleXRot, idleZRot, out leftXRot, out leftZRot );
PerpendicularAnim( 0.28f, idleXRot, idleZRot, out rightXRot, out rightZRot );
rightXRot = -rightXRot; rightZRot = -rightZRot;
}
}
const float maxAngle = 110 * Utils.Deg2Rad;
void PerpendicularAnim( float flapSpeed, float idleXRot, float idleZRot,
out float xRot, out float zRot ) {
float verAngle = (float)(0.5 + 0.5 * Math.Sin( walkTime * flapSpeed ) );
zRot = -idleZRot - verAngle * swing * maxAngle;
float horAngle = (float)(Math.Cos( walkTime ) * swing * armMax * 1.5f);
xRot = idleXRot + horAngle;
}
}
}